this post was submitted on 30 Jan 2026
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Has anyone tried this game? It's yet another take on modernizing OSR, which apparently has gathered a few enthusiastic players.

I've heard that it doesn't do anything new, but what is there, it's excellent. I've been feeling the itch for a dungeon crawl for quite some time now (all my parties have been playing narrative-heavy DnD5e/5.5 and it's becoming a bit stale tbh), so I wanted to master something different. Do you have experience with Shadowdark? Would you recommend it? Is there something I should pay attention to? Tips on how to run OSR?

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[–] Dunstabzugshaubitze@feddit.org 5 points 1 day ago (1 children)

I've run a couple sessions of shadow dark now and i really like it.

I feared players would be bored because character progression is very random and mechanics are very simple, but so far that's not the case, there is way more "oh maybe we could jam that door with some of the bones in this sarcaphogus" and "we might be able to get into the spooky temple if we get our hands on some cultists robe" and way less looking up skills and spells.

I also spend way less time prepping specific encounters, because 'balance' is not expected and my players tend to tackle situations very different from what i expected, so i have more time to think about the people they've met or tie things together that started as random encounters and things happening in the background that they might stumble over.

as for running 'an OSR game' that will look different for everbody else, some people will dive in to a different dungeon every session, others will spend a lot of time in a city talking to people, gathering clues about old dangerous places or dragon kidnapping princesses and a dungeon is more of a giatn set piece, the only things that i find to be common in OSR are:

  1. have fun.
  2. Rulings over rules, if it seems right to ask for a check with a dc of 12 in a given situation that's what will be done even if there is a rule stating the dc should be 14 and the players gets advantage. we are here to have fun and not stopping every 15 minutes just to see if we have fun the 'proper' way.
  3. combat is not the default state of an encounter. Orcs don't just teleport in surrounding you, the encounter starts with the players noticing them and they might not be out for blood, they could be paid off with some rations, or they could be avoided entirely, or they are fleeing from an owlbear.
[–] Aielman15@lemmy.world 3 points 19 hours ago (2 children)

Thanks, this is a very thorough answer.

I was a bit skeptic of the character building aspect as well. SD looks a lot simpler and barebones even compared to DnD, which is already peetty barebones if you don't pick a caster. My players really enjoy building a specific character and most of us homebrew their own class/subclass (with the master's consensus). Hopefully they'll be able to embrace the more freeform playstyle of SD.

Your point about different OSR tables having different gameplay is interesting. I was under the impression that the dungeon was the entire point of OSR. At least at first glance, Shadowdark doesn't look like a game where the social/investigation aspect has time to shine - there is no skill system, and the spellcasting rules seem balanced around the assumption that you're dungeon crawling... That's probably me being a bit too tied to the familiarity of DnD though. I'll look up some gameplay videos and see how other people who are more skilled than me do it.

Thanks a lot for the tips!

[–] SamuraiBeandog@lemmy.world 3 points 10 hours ago* (last edited 9 hours ago)

One of the commonly touted tenets of OSR play is "diegetic progression"; most character progression is in the world, not on the character sheet. This is why you see a lot weird magic items in OSR resources, stuff that gives particular abilities that encourage creative uses rather than just a + to stats. This type of progression also includes relationships with NPCs and factions that players can call on for assistance. Players don't need to be able to defeat the Ogre in combat if the local chieftain owes them a big favour for rescuing his daughter and will send a squad of his best soldiers to fight it for you/chase it off.

Not having skills on the character sheet is one of the core ideas of OSR play, the idea that players should be coming up with creative solutions in the game and not just relying on the pass or fail of a dice role to solve problems. Hand in hand with this is, as the above commenter mentions, "rulings over rules" which emphasizes the GM making decisions about how player actions play out in the world rather than looking for mechanics in a rulebook. This encourages stuff like creative tactics in combat, e.g. a player tips over a bookshelf onto the group of goblins; the GM decides the goblins next to it have a 50% chance of dodging out of the way or getting knocked down, or players have advantage against them on their attacks next round as the goblins dive out of the way, etc. There's no rules for this, so the sky is the limit for players to try out cool ideas. Players stop looking at their character sheets and rulebooks when presented with a problem in the game, they engage harder with the game, usually asking questions about details of the situation to see if there is anything they can use to their advantage. For groups that embrace this style of play it is much more immersive than playing a game where your options are dictated by game mechanics rather than the game world.

The most important idea in this, imo, is that a lot of stuff shouldn't even be rolled for; if its reasonable that a player could do it, then it just succeeds. If the players come up with a good idea, just have it work for them unless they are under stress (e.g. hurrying to pick a lock while a boulder rolls down the hallway at them) or there is some adversarial element where an opponent's skill could counteract the player's, e.g. seeing through a player's disguise, avoiding 2 players trying to wrap them in a rope, etc. This really incentivizes the players to think creatively, when their good ideas are rewarded without being at the fickle whims of the dice.

[–] Dunstabzugshaubitze@feddit.org 3 points 17 hours ago* (last edited 17 hours ago)

Dungeon delving is probably the default mode of play, and best supported by the rules, but that does not mean it has to be at the center of every session. characters still have a charisma score for social checks, they still have backgrounds that can give them advantages in a given situation, if the dm grants them, it's just more free form and less guided.

for example one of my players rolled up a thief with pretty high charisma with the "noble" background, we decided that he belonged to a lower house before adventure called and he fell into disgrace, nothing major but with enough renown that his sigil ring would be recognized in parts of the world which gave them an in with an opportunistic mayor hoping for a favour. roles where mostly used if i was not sure how the mayor would react to offers of vague promises in exchange for information or making sure the city guards would not be patrolling the harbour during the night so they had a chance to inspect the shipment of a merchant they believed to be a supporter of an evil cult.

stuff like that does not need much support from the rules, just something to resolve questions the dm does not know the answere to and people being able to improvise a bit. neither of us knew much about that low noble house, i don't even think the sigil ring was my idea, but they are now a thing. they are magical and hurt everyone trying to wear them who does not belong to the house and my players house apparently controls some fruitful tracts of lands and is known for a very sturdy horse breed.

[–] tiberius@lemmy.ca 5 points 1 day ago

I'm not a player or GM. I make 2d6 encounter tables and plan encounters for fun.

I'm moving from 5e to Shadowdark. It's rules light and any holes that come up is filled with my experience with 5E and other systems. I had the biggest grin on my face as I rolled a 1HP NPC. Each of the 4 classes is on a 2 page spread. Simple and easy. The amount of random tables in this book for the GM to quickly use is incredible.

Players may encounter undefined rules. It's commonly mentioned the stealth section is a bit vague, forcing the GM to make a call on the rules. It's a sacrifice I'm willing to take to lighten the crunch.

You should definitely download the FREE quickstart rules and run Lost Citadel of the Scarlet Minotaur.

[–] SamuraiBeandog@lemmy.world 3 points 1 day ago (1 children)

Shadowdark was literally created for your situation, it is designed to be an OSR game with mechanics that will be familiar to 5e players.

As you said, it doesn't do anything completely new but it is one of the most elegant rpg systemsI've ever played. A wonderful balance of simplicity and richness.

If you're new to OSR styles of play my tip would be to embrace the fragility of life. Having character deaths be an expected part of the game can be quite jarring to players used to 5e. Consider running a "funnel" game where your players each have multiple "level 0" characters that go through a dungeon where most of them will die, and the survivors become your character pool. Its a way to get players to shift their mindset.

The Lair of the Lamb by the brilliant Arnold K is a great funnel dungeon: https://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html

Feel free to ask any questions you might have.

[–] Aielman15@lemmy.world 2 points 19 hours ago (1 children)

I really enjoy the possibility of dying at any moment, but one of my players seems a bit frightened by it. Sounds like he doesn't want to put too much thought or care into a character that is maybe going to die and be replaced a few sessions down the line.

It's funny, because he and I constantly lament the fact that our current DM is too scared of killing our characters, and constantly pulls something out of his ass to save us at the last minute.

I dread the reactions of my other players, those who are more accustomed (and are even okay) to the narrative-heaviness of our current campaign and its inherent plot armor magic.

[–] SamuraiBeandog@lemmy.world 2 points 14 hours ago (1 children)

I think the funnel dungeon is worth a shot to get your players used to the idea of character deaths.

For my games, in character creation I get my players to come up with 3 words that describe their character (e.g. stubborn, grumpy, drunken) and optionally one "special thing" that can be either an event from their past or just something about them. This lets them put some personality into their character but in a more OSR way than coming up with an entire backstory. It keeps to the ethos of being able to create a new character quickly and it makes the character a little bit more than just a cardboard cutout without the player spending a heap of timing developing them and becoming too attached.

[–] Wightbred@dice.camp 1 points 14 hours ago

@SamuraiBeandog @Aielman15 Love a three work character approach. We find this is enough to fully describe our characters without stats.

[–] Toucanadian@piefed.ca 1 points 1 day ago (1 children)

If it's of interest, the Glass Cannon Podcast is running Shadowdark as their main game right now. Worth checking out on youtube if you're interested to see how it plays. The videos show how the hexcrawl works a bit as well. The system seems like a really strong option if it fits the darker vibe you're looking for.

[–] Aielman15@lemmy.world 1 points 19 hours ago* (last edited 19 hours ago)

Thanks, I'll check it out!